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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - selden

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Anim8or v1.0 Discussion Forum / Re: texture tiling edge issue
« on: January 28, 2019, 09:36:24 pm »
Some rendering engines (e.g. Celestia's) handle arbitrarily large images by cutting them into pieces which fit into the card's texture buffer. I dunno how they persuade the graphics hardware to merge them into contiguous surface textures, though.

Where are your reference images located within Anim8or?

When I do something similar, I place the reference images much farther away from the origin than the points or objects that I'm creating. E.G. at large minus Z and/or large minus X values so the object I'm working on is in front of the references. That way the reference images don't obstruct my view of the object I'm working on.

Where did you find the instructions that you're following? (What's the URL?)

General Anim8or Forum / Re: Importing Exporting
« on: October 10, 2018, 08:27:58 pm »
Just as a test, you might try importing the original 3DS mesh to Anim8or and then exporting it again (to a different name) and try loading that exported mesh into coppercube. Does that work as you expect?

A quick Web search of the coppercube forum found some posts which imply that coppercube is very picky about 3DS file formats. (e.g. 3DS meshes created using Blender didn't work but 3DS meshes created using 3D Studio Max did work.) It might be that Anim8or's 3DS export format just isn't compatible.

Also, a quick test using a .3ds mesh exported from Anim8or in another display program (Celestia) suggests that some rendering engines do not support applying separate materials to different surface patches of a 3DS mesh. Instead, you might have to use Anim8or's UV editor to color the patches using regions selected from the surface texture image.

General Anim8or Forum / Re: Anim8or Android alternative
« on: October 04, 2018, 10:58:54 am »
The Android operating system is a variant of Linux. If your Android device has been "rooted", you might be able to run Anim8or with Wine, as people have already done under other versions of Linux.

Note that Anim8or cannot do all of the things in your list. Generic boolean operators are missing, for example, and the currently available 3rd party plugins which try to implement them have serious limitations.

There are quite a few products which can be used to design 3D models under Android. Which ones have you evaluated and what can't they do?

A version of Blender is available for Android, for example. It can do everything on your list and much more. Unfortunately, its user interface can be difficult to learn.

Are you willing to specify the game engine that you're working with?

Is it available for download somewhere?

Sometimes fresh eyes looking at a program's specifications can discover something that's been overlooked.

Does the game engine support Sprites?

Having the same side of an object visible at all times often is implemented using a "Sprite". Originally such objects were drawn in 2D on the screen, overlaid on the image of the game space. (That's how games like PacMan were implemented.) 3D sprite objects have been available for quite some time. They always stay face-on to the viewpoint but otherwise are much like other 3D objects.

(Some of my comments below reiterate some of what you've written, although perhaps in a slightly different context.)

Some game engines provide an explicit "glow" or "emissive" specification in their object definition language which causes shadows not to be cast on an object and/or lets it act as a light source. You might look into that possibility. Some support it as an option in an object's mesh specification. Anim8or's Material editor includes this option, for example, which might or might not be supported by the format that you're using to export the mesh. You should try that if you haven't already.

WRT your first problem:

Anim8or's UV tool provides several surface texture image mapping projections, but they're sort of "hidden". You're seeing the results of the tool's default "Planar Projection"

To get a popup menu of the UV tool's projection options, use the Left Mouse Button to select (double-click-on) the object that you're working with. You'll then get a popup menu which allows you to select one of four different projections. I think you'll get better results with "Spherical projection".  See the screengrab below.

WRT your second problem:

How an object's surface reacts to an external light source (e.g. blackening one side of an object) depends on the 3D rendering engine used in the game software. You might have to provide multiple light sources or change the overall illumination level to get your object to be colored the way you want.

The translation of "black" to "transparent" that you mention might be an example of an engine-specific rendering option. Some rendering engines provide several different ways to apply an opacity image. Some examples are to use it as the opacity channel in a surface texture image, as a material's over-all opacity value, or as an explicit value in the game engine's object definition language.

I know of two different ways that Anim8or itself supports to make an object all or partially transparent. One is to provide an appropriate image in the Alpha (Opacity) channel of a PNG surface texture as mentioned above.  Another is to explicitly set the value of the "Trans" value of a Material using Anim8or's Material editor. This latter might or might not be supported in the exported mesh format or by the game's rendering engine.

FWIW, there also are 3rd party UV editors, although I have no experience with them.

General Anim8or Forum / Re: ROTATE tool - Revert?
« on: September 07, 2018, 10:07:42 am »
You're very welcome.

General Anim8or Forum / Re: ROTATE tool - Revert?
« on: September 06, 2018, 11:22:14 pm »
To make the old rotation function be the default, select this menu item:

Options --> Debug --> Use Original Arc Rotate

General Anim8or Forum / Re: Arrgh! Hard Disk Crash!
« on: August 10, 2018, 08:00:16 pm »

You have my sympathy.

I'm sure the new code will be better than the original, since now you have some experience in writing it!

Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 14, 2018, 08:46:02 pm »

Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 14, 2018, 11:50:57 am »

Can you provide a way to limit the number of threads to fewer than the number of virtual cores available?

It'd be nice to be able to do some interactive work (perhaps improving a model or text editing) on the computer while a render is in progress with minimal interference from the rendering.


This new version does select all of the faces.


Ongoing Anim8or Development / Re: Multi-Threaded Rendering
« on: July 09, 2018, 12:06:16 pm »
Steve, thanks!

However, there's a typo in the link above: it has a spurious "[b" at the end. Here's a corrected url:

Steve, thanks!

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